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“It’s maybe strange to say [this], but I miss the limitations of making games in those days,” Kitase acknowledges. “The cartridge capacity was so much smaller, of course, and therefore the challenges were that much greater. But nowadays you can do almost anything in a game. It’s a paradox, but this can be more creatively limiting than having hard technical limitations to work within. There is a certain freedom to be found in working within strict boundaries, one clearly evident in Final Fantasy VI.”

-Yoshinori Kitase, Director of Final Fantasy VI

Not to toot my own horn, but this is exactly what I postulated in my very first blog post.

Here’s what I said:

“I don’t like to speak in absolutes, but I almost get the impression that the best games are often made when developers are faced with reasonable limitations.”